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#ifdef GL_ES
precision mediump float;
#endif

uniform sampler2D uDiffuse;
//uniform float uAlpha;

varying vec4 vColor;
varying vec2 vTexCoord;

void main()
{       
//      vec2 coord = vec2(floor(vTexCoord.x*32)/32, floor(vTexCoord.y*32)/32);

        vec4 result = texture2D(uDiffuse, vTexCoord.xy);
        //result.w *= uAlpha;
        gl_FragColor = result;
}